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C++ PClassActor::GetReplacement方法代码示例

本文整理汇总了C++中PClassActor::GetReplacement方法的典型用法代码示例。如果您正苦于以下问题:C++ PClassActor::GetReplacement方法的具体用法?C++ PClassActor::GetReplacement怎么用?C++ PClassActor::GetReplacement使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在PClassActor的用法示例。


在下文中一共展示了PClassActor::GetReplacement方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1:

PClassActor *PClassActor::GetReplacement(bool lookskill)
{
	FName skillrepname;
	
	if (lookskill && AllSkills.Size() > (unsigned)gameskill)
	{
		skillrepname = AllSkills[gameskill].GetReplacement(TypeName);
		if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == NULL)
		{
			Printf("Warning: incorrect actor name in definition of skill %s: \n"
				   "class %s is replaced by non-existent class %s\n"
				   "Skill replacement will be ignored for this actor.\n", 
				   AllSkills[gameskill].Name.GetChars(), 
				   TypeName.GetChars(), skillrepname.GetChars());
			AllSkills[gameskill].SetReplacement(TypeName, NAME_None);
			AllSkills[gameskill].SetReplacedBy(skillrepname, NAME_None);
			lookskill = false; skillrepname = NAME_None;
		}
	}
	if (Replacement == NULL && (!lookskill || skillrepname == NAME_None))
	{
		return this;
	}
	// The Replacement field is temporarily NULLed to prevent
	// potential infinite recursion.
	PClassActor *savedrep = Replacement;
	Replacement = NULL;
	PClassActor *rep = savedrep;
	// Handle skill-based replacement here. It has precedence on DECORATE replacement
	// in that the skill replacement is applied first, followed by DECORATE replacement
	// on the actor indicated by the skill replacement.
	if (lookskill && (skillrepname != NAME_None))
	{
		rep = PClass::FindActor(skillrepname);
	}
	// Now handle DECORATE replacement chain
	// Skill replacements are not recursive, contrarily to DECORATE replacements
	rep = rep->GetReplacement(false);
	// Reset the temporarily NULLed field
	Replacement = savedrep;
	return rep;
}
开发者ID:Accusedbold,项目名称:zdoom,代码行数:42,代码来源:info.cpp

示例2: cht_Give


//.........这里部分代码省略.........
            return;
    }

    if (giveall || stricmp (name, "keys") == 0)
    {
        for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
        {
            if (PClassActor::AllActorClasses[i]->IsDescendantOf (RUNTIME_CLASS(AKey)))
            {
                AKey *key = (AKey *)GetDefaultByType (PClassActor::AllActorClasses[i]);
                if (key->KeyNumber != 0)
                {
                    key = static_cast<AKey *>(Spawn(static_cast<PClassActor *>(PClassActor::AllActorClasses[i])));
                    if (!key->CallTryPickup (player->mo))
                    {
                        key->Destroy ();
                    }
                }
            }
        }
        if (!giveall)
            return;
    }

    if (giveall || stricmp (name, "weapons") == 0)
    {
        AWeapon *savedpending = player->PendingWeapon;
        for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
        {
            type = PClassActor::AllActorClasses[i];
            // Don't give replaced weapons unless the replacement was done by Dehacked.
            if (type != RUNTIME_CLASS(AWeapon) &&
                    type->IsDescendantOf (RUNTIME_CLASS(AWeapon)) &&
                    (static_cast<PClassActor *>(type)->GetReplacement() == type ||
                     static_cast<PClassActor *>(type)->GetReplacement()->IsDescendantOf(RUNTIME_CLASS(ADehackedPickup))))
            {
                // Give the weapon only if it belongs to the current game or
                if (player->weapons.LocateWeapon(static_cast<PClassWeapon*>(type), NULL, NULL))
                {
                    AWeapon *def = (AWeapon*)GetDefaultByType (type);
                    if (giveall == ALL_YESYES || !(def->WeaponFlags & WIF_CHEATNOTWEAPON))
                    {
                        player->mo->GiveInventory(static_cast<PClassInventory *>(type), 1, true);
                    }
                }
            }
        }
        player->PendingWeapon = savedpending;

        if (!giveall)
            return;
    }

    if (giveall || stricmp (name, "artifacts") == 0)
    {
        for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
        {
            type = PClassActor::AllActorClasses[i];
            if (type->IsDescendantOf (RUNTIME_CLASS(AInventory)))
            {
                AInventory *def = (AInventory*)GetDefaultByType (type);
                if (def->Icon.isValid() && def->MaxAmount > 1 &&
                        !type->IsDescendantOf (RUNTIME_CLASS(APuzzleItem)) &&
                        !type->IsDescendantOf (RUNTIME_CLASS(APowerup)) &&
                        !type->IsDescendantOf (RUNTIME_CLASS(AArmor)))
                {
开发者ID:MajorCooke,项目名称:GZDoom,代码行数:67,代码来源:m_cheat.cpp

示例3: EV_Thing_Projectile

bool FLevelLocals::EV_Thing_Projectile (int tid, AActor *source, int type, const char *type_name, DAngle angle,
	double speed, double vspeed, int dest, AActor *forcedest, int gravity, int newtid,
	bool leadTarget)
{
	int rtn = 0;
	PClassActor *kind;
	AActor *spot, *mobj, *targ = forcedest;
	auto iterator = GetActorIterator(tid);
	int defflags3;

	if (type_name == NULL)
	{
		kind = P_GetSpawnableType(type);
	}
	else
	{
		kind = PClass::FindActor(type_name);
	}
	if (kind == NULL)
	{
		return false;
	}

	// Handle decorate replacements.
	kind = kind->GetReplacement(this);

	defflags3 = GetDefaultByType(kind)->flags3;
	if ((defflags3 & MF3_ISMONSTER) && 
		((dmflags & DF_NO_MONSTERS) || (flags2 & LEVEL2_NOMONSTERS)))
		return false;

	if (tid == 0)
	{
		spot = source;
	}
	else
	{
		spot = iterator.Next();
	}
	while (spot != NULL)
	{
		auto tit = GetActorIterator(dest);

		if (dest == 0 || (targ = tit.Next()))
		{
			do
			{
				double z = spot->Z();
				if (defflags3 & MF3_FLOORHUGGER)
				{
					z = ONFLOORZ;
				}
				else if (defflags3 & MF3_CEILINGHUGGER)
				{
					z = ONCEILINGZ;
				}
				else if (z != ONFLOORZ)
				{
					z -= spot->Floorclip;
				}
				mobj = Spawn (spot->Level, kind, spot->PosAtZ(z), ALLOW_REPLACE);

				if (mobj)
				{
					mobj->tid = newtid;
					mobj->AddToHash ();
					P_PlaySpawnSound(mobj, spot);
					if (gravity)
					{
						mobj->flags &= ~MF_NOGRAVITY;
						if (!(mobj->flags3 & MF3_ISMONSTER) && gravity == 1)
						{
							mobj->Gravity = 1./8;
						}
					}
					else
					{
						mobj->flags |= MF_NOGRAVITY;
					}
					mobj->target = spot;

					if (targ != nullptr)
					{
						VelIntercept(targ, mobj, speed, false, false, leadTarget);

						if (mobj->flags2 & MF2_SEEKERMISSILE)
						{
							mobj->tracer = targ;
						}
					}
					else
					{
						mobj->Angles.Yaw = angle;
						mobj->VelFromAngle(speed);
						mobj->Vel.Z = vspeed;
					}
					// Set the missile's speed to reflect the speed it was spawned at.
					if (mobj->flags & MF_MISSILE)
					{
						mobj->Speed = mobj->VelToSpeed();
//.........这里部分代码省略.........
开发者ID:usernameak,项目名称:gzdoom,代码行数:101,代码来源:p_things.cpp


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